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Active: 1400 users

[D, M] Map where you play all 3 Races

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-05 19:47:45
November 29 2012 09:26 GMT
#1
[image loading]

I modified a few maps like this ^

They are published as "TriStar (-name of map-)". Just search for "tristar" in create custom game ( F5 ) and you should see it.

Maps:

Cloud Kingdom
Daybreak
Entombed Valley


It doesn't matter which race you select in the starting screen, you will start with the same stuff.

--------------------------------------------------------------------------------

This form of 1v1 Starcraft 2 is really challenging - you have decisions to make right from the get-go, unlike a normal melee game where it's mindless for a little while. It also requires more APM from start to finish.

Some unit compositions are similar to what you might see in a 2v2 game, but some things that aren't viable in team games ARE viable here. Here, you start with 1 base instead of 2 (even though you have 3 town halls) so you can't tech up quite as fast as a combined 2v2 team could. But, you're in control of everything.

You can also play this as a 2v2 or an FFA if you play the Entombed Valley version.

If you want a challenge and a thought-provoking change of pace, grab a friend and try this.

--------------------------------------------------------------------------------

Update log:

version 1.1
+ Show Spoiler +
- Hatchery/Lair/Hive creep spread is slightly reduced to allow more building placement in mains.
- Bunkers now can hold biological units from any race.

Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-30 05:29:28
November 29 2012 09:31 GMT
#2
disclaimer: I'm sure lots of people have thought of something like this already, and maybe it exists somewhere in the custom section, but I couldn't find anything via google or forum searches so I made it out of curiosity. I don't care too much about credit for the idea, as it's a very basic one.

I feel some pros like Gumiho playing this would be RIDICULOUS. It's like normal SC2 but harder and w/ more build order possibilities.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Callynn
Profile Joined December 2010
Netherlands917 Posts
November 29 2012 10:14 GMT
#3
The amount of tactics would probably blow my mind to such degree that I would just always do a standard build with Zerg and add in random tier 1 units from T and P, but for pro's this sounds fun.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 29 2012 10:15 GMT
#4
Is it random which type of main base is the "mining" one in the main? I would imagen alot of people would use the CC as a quick natural if it isn't the one on the main spot.
The basic key to beating a priest is playing a deck that is terrible.
Callynn
Profile Joined December 2010
Netherlands917 Posts
November 29 2012 10:17 GMT
#5
On November 29 2012 19:15 Sumadin wrote:
Is it random which type of main base is the "mining" one in the main? I would imagen alot of people would use the CC as a quick natural if it isn't the one on the main spot.


I think it's safe to say everyone would do this
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
November 29 2012 10:27 GMT
#6
This sounds very interesting.
On what server is this published?
finaldash
Profile Joined March 2012
Israel27 Posts
November 29 2012 10:42 GMT
#7
You should move the Terran command center to be the one getting the minerals
that way people will need to make a new command center to expand or nexous or hatchery
Just a lazy person that learns
lost_artz
Profile Joined January 2012
United States366 Posts
November 29 2012 10:49 GMT
#8
So...can you chrono lava injects ~.^?
Azera
Profile Blog Joined December 2010
3800 Posts
November 29 2012 11:19 GMT
#9
Someone get this on the next TL Attack! I will try this later on ^_^
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 29 2012 12:49 GMT
#10
Oh right you can lift the CC, I was worried for a moment about the larva spawning between CC and Hatch.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 29 2012 14:16 GMT
#11
I agree with making the cc be the closest one to the minerals, so you have to build another base to expand ^^

This seems really cool, though.

And I think you should feel free to modify any map that's unlocked, right? Isn't that part of the point?
Callynn
Profile Joined December 2010
Netherlands917 Posts
November 29 2012 17:46 GMT
#12
On November 29 2012 23:16 RFDaemoniac wrote:
And I think you should feel free to modify any map that's unlocked, right? Isn't that part of the point?


Totally agree, if someone doesn't lock their map, they basically allow it to be modified. It is of course general courtesy to mention the name of the original mapmaker after having altered it though
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 29 2012 17:59 GMT
#13
Have yet to play it, sounds awesome! But from brief thinking, seems like the default opener would be to get a rax -> OCs and you have marines (best unit in the game) and bunkers with repair which can hold any all-in, letting you take your natural super quick. Tech from there would be interesting, I assume terran players would do well going bio + whatever is strong against the opponent. Bio + infestors into BLs...? ::shudder::
Comprehensive strategic intention: DNE
Zealos
Profile Blog Joined November 2011
United Kingdom3576 Posts
November 29 2012 18:00 GMT
#14
This looks really awesome, I'd never thought of playing something like this, but now I see it, it seems like such an obvious idea. Will have many late night laughs playing this with friends, cheers for making it ^.^
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
November 29 2012 18:22 GMT
#15
Ultralisk, Medivac, immortal, sentry armies with corrupter/viking support :D
https://soundcloud.com/bbols
clever_us
Profile Blog Joined January 2011
United States329 Posts
November 29 2012 19:17 GMT
#16
o wow such a simple idea but it sounds so fun
glhf <3
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 29 2012 19:32 GMT
#17
Finally, you made a perfectly balanced map for SC2! Actually, something like this was the first map I ever played in BW

But I think it is virtually impossible to say anything about strategy before people play it heavily. I would be really gald to see that!


PS: What about creep? How come there is non in the picture?

"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 29 2012 23:58 GMT
#18
How did no one think of this before, or rather, why has no one thought of this on TL before?
This sounds like some good holiday fun.

Medivac - queen - brood lord - infestor

One other awesome thing you could do would be to go into the chrono boost target validator and let it target flying factories and barracks. "Press C to boost!"


****

"As of now all I've really done is disabled the action under Triggers which creates the starting units"

Couldn't you also go into the advanced data -> races tab and actually add the new units / spawn co-ordinates to the array instead of placing the new structures directly onto the map?

That way you can keep the simple default melee triggers that include snapping the camera to spawn points, and it would allow you the players in the lobby to 'pick' which building they want as their middle resource drop off-centre based off of what race they pick in the lobby, as well as the race UI. And it would let you have rotating spawns on non 2P maps

Or maybe that would be bad considering the flying CC thing.

And what /did/ happen to creep anyway? Did you change all the building placement footprints to allow you to make zerg buildings off creep, or did you make it so that terran and protoss buildings ignore creep? Or do you just have to plan around that?

In Bizarro World, I ladder more than I make custom maps
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-06 13:45:57
November 30 2012 01:56 GMT
#19
Hey guys. Glad everyone else found this interesting too.

This sounds very interesting.
On what server is this published?


Right now just NA.

You should move the Terran command center to be the one getting the minerals
that way people will need to make a new command center to expand or nexous or hatchery


I originally had it that way, but on some maps if the hatchery is on one of the outside positions the creep it extends will prevent you from walling off your ramp. So I changed it to be in the middle. There may be a workaround for this though (edit the hatchery in the data so that the creep radius it creates is smaller, or something).

Have yet to play it, sounds awesome! But from brief thinking, seems like the default opener would be to get a rax -> OCs and you have marines (best unit in the game) and bunkers with repair which can hold any all-in, letting you take your natural super quick. Tech from there would be interesting, I assume terran players would do well going bio + whatever is strong against the opponent. Bio + infestors into BLs...? ::shudder::


Yeah, I'm really not sure if there would be a definitive best build. Your proposed build would be strong, but pool-first has a lot of advantages. Earlier army, earlier infestors + BLs, earlier queen for injects which can boost your economy just like OCs can. Gateway first for a warpgate timing attack might be strong as well because you can support more gates than you usually could. So instead of a 4gate, something like a 5 or 6 gate hitting at roughly the same time might be possible. And of course you can get colossi faster if you go gate first. Colossi + insert other units here + SCV for repairs all-in? :-P Even immortal + hellion + scv would be hilarious.. basically an improved marauder + hellion all-in.

PS: What about creep? How come there is non in the picture?


I took a pic in the editor instead of in-game. It's there in the game.

Couldn't you also go into the advanced data -> races tab and actually add the new units / spawn co-ordinates to the array instead of placing the new structures directly onto the map?

That way you can keep the simple default melee triggers that include snapping the camera to spawn points, and it would allow you the players in the lobby to 'pick' which building they want as their middle resource drop off-centre based off of what race they pick in the lobby, as well as the race UI. And it would let you have rotating spawns on non 2P maps


Hadn't thought of that, I'll take a look.

p.s. - once everything is sorted out, I'll probably put daybreak, cloud kingdom versions up. Maybe some of the other maps that are considered decent, too.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
November 30 2012 03:14 GMT
#20
Ha, this seems like a really badass idea. I imagine a lot of fun on a map like this. This actually made me a bit anxious to hit up a some SC2.
You mean I just write stuff here and other people can see it?
Fatam
Profile Joined June 2012
1986 Posts
November 30 2012 05:19 GMT
#21
So I got this all fixed up! Everything works perfectly now. Edited the OP to reflect some of the changes.

Thanks The_Frozen_Inferno for the races tab idea, that helped. Now all spawns are possible, and you can even do FFA or 2v2

Should have other versions of this (daybreak, CK, etc.) up in a little bit.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
lorestarcraft
Profile Joined April 2011
United States1049 Posts
November 30 2012 06:02 GMT
#22
Colossus with spore and spine support...
SC2 Mapmaker
HoLe
Profile Joined August 2012
Canada183 Posts
November 30 2012 06:29 GMT
#23
Definitely going to try this thing out.

I have a few questions,

1. Does it make 6 pool more viable considering you can chrono probes?
- ex: Could you 6 pool into a fast CC?
- ex: How about mega fast gas?
2. Can you chrono non-protoss stuff?
3. What the F does earlygame cheese look like? I bet there's TONS.
- proxy reaper with tactically placed cannons?
Terran.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-06 13:47:21
November 30 2012 07:08 GMT
#24
I published Daybreak and Cloud Kingdom versions to NA as well just now.

If anyone wants to upload these to EU/KR/SEA/etc. feel free, you can grab them below.

edit: latest versions -

Entombed 1.1 - http://www.mediafire.com/?h179p6ebrbarcrc

Cloud Kingdom 1.1 - http://www.mediafire.com/?50883qlp35mjnql

Daybreak 1.1 - http://www.mediafire.com/?zw7txq686bka42w
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-30 09:11:40
November 30 2012 07:20 GMT
#25
On November 30 2012 15:29 HoLe wrote:
Definitely going to try this thing out.

I have a few questions,

1. Does it make 6 pool more viable considering you can chrono probes?
- ex: Could you 6 pool into a fast CC?
- ex: How about mega fast gas?
2. Can you chrono non-protoss stuff?
3. What the F does earlygame cheese look like? I bet there's TONS.
- proxy reaper with tactically placed cannons?


It's hard to know exactly what is good or bad yet, but I think 6 pool might be weaker than usual. Consider that by the time the slow lings reach your opponent's base, he will have slightly more workers than usual so the lings will get crushed pretty easy. Not to mention you can actually wall off 1-2 supply faster than a normal Terran can if you do a pylon+barracks/gateway+supply depot wall. Maybe it could still be somewhat effective if you can get in, dance them around for a while and deny mining time on a lot of their workers. But you did have to cut workers for a while to get that 6 pool down, so you'll be behind unless you do good damage.

I think fast gas should be viable. I can think of a number of uses for it. Maybe you could try a quick speedling build (pool and gas before pylon or supply depot, then chrono the speed upgrade out). You should be able to expand pretty safely with that kind of build; they probably can't move out for a little while.

Idk about cheeses, I'm sure there's potential for a few different things from the norm. But I think having the ability to get workers out faster than usual helps shut down early cheeses like 6 pool.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Fatam
Profile Joined June 2012
1986 Posts
November 30 2012 09:12 GMT
#26
On November 30 2012 15:02 lorestarcraft wrote:
Colossus with spore and spine support...


How about colossi or immortals with SCVs repairing :-P
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Coprolyth
Profile Joined July 2012
Belgium18 Posts
November 30 2012 14:03 GMT
#27
Anyball+add infestor. Pretty much GG
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
November 30 2012 15:35 GMT
#28
Mass medivac + mass infestor + a few ultralisk.
I love.
Poilon
Profile Joined December 2010
France139 Posts
November 30 2012 16:02 GMT
#29
infestor/broodlords + storms and marine drops everywhere
Des rats des rats
HoLe
Profile Joined August 2012
Canada183 Posts
November 30 2012 17:41 GMT
#30
battlecruiser mothership storm with crackling support
Terran.
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 30 2012 18:47 GMT
#31
I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.

I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.

You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).

This would mean that players wouldn't have to work around / with creep unless or until they wanted to.
In Bizarro World, I ladder more than I make custom maps
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-30 19:51:42
November 30 2012 19:51 GMT
#32
On December 01 2012 03:47 The_Frozen_Inferno wrote:
I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.

I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.

You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).

This would mean that players wouldn't have to work around / with creep unless or until they wanted to.


Yeah right now it is creep growth - medium behavior but that is a neat idea. I like the bunker thing too, since it would make them more useful and would mean less cheeses which is generally considered a good thing. On the other hand, it would make going rax first slightly less appealing, since the other builds will be stronger in comparison since they now have the benefit of bunkers being useable. So that is something to consider.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
December 01 2012 00:42 GMT
#33
Colossus + infestors. Yay.
maru G5L pls
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
December 04 2012 01:17 GMT
#34
I noticed something strange today when I was poking around in the tristar cloud kingdom map you linked from mediafire.

When I went into the data editor to look at some values for stuff, I noticed that it still has 140 seconds for warpgate, and fungal growth lasts for 8 seconds and does a flat 2.25 damage / tick to all types. Queen range is also 3 again and you can supposedly build rax after CC.

But when I started it up with ctrl+F9, everything was as it should be on the current patch. What's going on here?
In Bizarro World, I ladder more than I make custom maps
thurst0n
Profile Blog Joined December 2010
United States611 Posts
December 04 2012 05:20 GMT
#35
On December 01 2012 04:51 Fatam wrote:
Show nested quote +
On December 01 2012 03:47 The_Frozen_Inferno wrote:
I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.

I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.

You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).

This would mean that players wouldn't have to work around / with creep unless or until they wanted to.


Yeah right now it is creep growth - medium behavior but that is a neat idea. I like the bunker thing too, since it would make them more useful and would mean less cheeses which is generally considered a good thing. On the other hand, it would make going rax first slightly less appealing, since the other builds will be stronger in comparison since they now have the benefit of bunkers being useable. So that is something to consider.


Don't you need a barracks for a bunker anyways? Even if you can get a roach in there.. you still need a rax if you want to build that bunker.

I love this and cannot wait to play. I just think the real fun will be getting out of early game and playing mid/late game compositions. The early game cheeses will be fun to learn how to defend against, but i'll let others come up with the attacks, i'll try to defend and transition out into fungal + storm collosus with marines for aa...obviously archons and medivacs.

oh boy medivacs take on a whole new roll.. if you let non terran units in bunker make sure they can go in medivac.

Also would it be possible to get a supply cap increase if people think it's a good idea?
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Fatam
Profile Joined June 2012
1986 Posts
December 04 2012 08:27 GMT
#36
There's a chance you'll be throwing up a barracks anyway at some point, because you're not going to want to stick on just 1 race.

I haven't messed with the map in a few days, but I think I'll probably do the bunker + medivac thing. (although I'm not sure that medivacs can't already pick up other races' units if they're allied.. I'll have to look)

As for the data editor looking weird for the CK version, I might have edited an older version of CK that Blizz has up. If it fixes once it's in-game then I assume Blizz has made it where the game will automatically use the latest patch even if it's an old map (yay). I know some people used to have issues w/ that. I can re-do everything on a newer CK version if it's acting up in-game though.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Decendos
Profile Joined August 2011
Germany1341 Posts
December 04 2012 12:30 GMT
#37
this is how random should work :D
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 05 2012 01:55 GMT
#38
On December 04 2012 21:30 Decendos wrote:
this is how random should work :D

lol... XD

Does anyone want to play right now? I'm on right now.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
December 05 2012 19:39 GMT
#39
All the maps are now 1.1 with the bunker change.

I tested it and medivacs can already load any race of unit so I didn't need to do anything there.

[image loading]

Haven't really looked at it yet since I was doing RL stuff + updating shadow swamp, but still might do the hatchery creep button thing. It will just take a little more time than these easy fixes did.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Baozi
Profile Joined March 2011
United States1191 Posts
December 05 2012 20:15 GMT
#40
Reminds me of team melee in Broodwar. Good times.
"Universe is very spacey, we called him space man. He made a lot of space." - Arteezy
GinDo
Profile Blog Joined September 2010
3327 Posts
December 05 2012 22:37 GMT
#41
BL + Infestor + Viking.

Yeah I think this map probably won't work
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
PieTaster
Profile Joined September 2011
52 Posts
December 06 2012 02:46 GMT
#42
Hmmmm..... Zealots in bunkers?
Nah, hydras.
The brofestors are after you next.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 06 2012 03:32 GMT
#43
On December 06 2012 07:37 GinDo wrote:
BL + Infestor + Viking.

Yeah I think this map probably won't work

What does that mean...??? Sigh.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 06 2012 03:48 GMT
#44
On December 06 2012 07:37 GinDo wrote:
BL + Infestor + Viking.

Yeah I think this map probably won't work
Perfectly balanced, the other person can do the same thing.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
quantumslip
Profile Joined May 2010
United States188 Posts
December 06 2012 04:39 GMT
#45
would be cool to see TL Attack on this map, haha. Think TLO might be good at it.
rawr!
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
December 06 2012 09:00 GMT
#46
What you do is you do dual medivac-overlord drops. The medivacs heal the OLs as they drop baneling-hellion into mineral lines.

And if that fails, you can always do a DT-bunker rush.

And if that fails, you can always thor-nydus bust them.

And if that fails, you can always vortex-nuke like back in the days of old.
In Bizarro World, I ladder more than I make custom maps
Sealo
Profile Joined August 2012
Germany10 Posts
December 06 2012 13:11 GMT
#47
I cannot find any "Tristar" maps on the EU server.

Does anyone else has the same problem?
Fatam
Profile Joined June 2012
1986 Posts
December 06 2012 13:42 GMT
#48
It's because they haven't been uploaded to EU yet as far as I know. If someone wants to do that, that would be cool Here are the map files.

Entombed 1.1 - http://www.mediafire.com/?h179p6ebrbarcrc

Cloud Kingdom 1.1 - http://www.mediafire.com/?50883qlp35mjnql

Daybreak 1.1 - http://www.mediafire.com/?zw7txq686bka42w
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-06 13:50:44
December 06 2012 13:44 GMT
#49
On December 06 2012 13:39 quantumslip wrote:
would be cool to see TL Attack on this map, haha. Think TLO might be good at it.


I sent a PM to all the TL attack coordinating people I knew of about it (4 or 5 days ago I think), just on the off-chance one of them would take the PM seriously, but haven't heard anything yet. Those guys are pretty busy with a lot more than just TL attack so I'm not crossing my fingers.

On December 06 2012 12:48 SiskosGoatee wrote:
Show nested quote +
On December 06 2012 07:37 GinDo wrote:
BL + Infestor + Viking.

Yeah I think this map probably won't work
Perfectly balanced, the other person can do the same thing.


Yeah, basically. The format is perfectly balanced because each side has exactly the same options. It's like how balanced chess would be if Black and White could move at the same time. Not that I'm claiming that this little mod is anywhere near as awesome as chess, but you get the point.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Snijjer
Profile Joined September 2011
United States989 Posts
December 06 2012 17:56 GMT
#50
This is similar to custom melee on BW when several people could play 1 'player.'

I think you should have it so you start with the 1 command structure of the race you chose (Hatch/Nexus/CC) but you get all 3 worker types.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-06 19:17:46
December 06 2012 19:17 GMT
#51
Yeah I think that would be a cool version in a few regards.

It would delay the variation of play by quite a bit, since you can't build a pylon/depot/pool until you have a nexus/CC/hatch.. so you couldn't tech up in a 2nd race's tech until you expanded.
Which means that some shorter games would be just like a normal SC2 game (since you wouldn't have time to use your 2nd or 3rd race), which kind of sucks. But the economy part of the game wouldn't be as different, which might be a plus to some people.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Sealo
Profile Joined August 2012
Germany10 Posts
December 06 2012 20:06 GMT
#52
On December 06 2012 22:42 Fatam wrote:
It's because they haven't been uploaded to EU yet as far as I know. If someone wants to do that, that would be cool Here are the map files.

Entombed 1.1 - http://www.mediafire.com/?h179p6ebrbarcrc

Cloud Kingdom 1.1 - http://www.mediafire.com/?50883qlp35mjnql

Daybreak 1.1 - http://www.mediafire.com/?zw7txq686bka42w



I uploaded the maps on the EU Server.

And wow, they are realy awsome!^^
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 06 2012 20:56 GMT
#53
should just copy bw's original method
http://starcraft.wikia.com/wiki/Team_Melee
starleague forever
Hiea
Profile Joined March 2012
Denmark1538 Posts
Last Edited: 2012-12-06 21:53:56
December 06 2012 21:41 GMT
#54
I have to play this map with someone.. it seems to fun.
JDub
Profile Joined December 2010
United States976 Posts
December 06 2012 22:14 GMT
#55
Can you put any units into a nydus network, or only zerg ones?
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
December 07 2012 02:01 GMT
#56
Pretty sure you can put all units into nydus. But even if you can't, it's as easy to implement as clicking an [X] to remove a validator on the load command.

BW team melee would be really easy to remake. Just some simple fiddling with the initilization triggers and settings to set shared control and vision and resource spending at the start. And I guess making some suitably epic terrain for such a game.

Has no one actually remade it yet? Is the UMS scene really that stagnant these days?
Maybe what SC2 needs is more UMS melee-esque games that are not tug of war, moba, arena or tower defence?
In Bizarro World, I ladder more than I make custom maps
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 07 2012 02:03 GMT
#57
oh my god let me play this now
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 09 2012 20:13 GMT
#58
On December 07 2012 11:03 WniO wrote:
oh my god let me play this now

You've gotta let me know when I'm around
Comprehensive strategic intention: DNE
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